| | |
| | | public class ScriptableObjectLoader |
| | | { |
| | | |
| | | public const string bundleName = "scriptableobjects"; |
| | | public const string bundleName = "config/scriptableobject"; |
| | | |
| | | public const string SoNewBieGuide_Suffix = "NewBieGuideStep_"; |
| | | |
| | |
| | | if (!AssetSource.isUseAssetBundle) |
| | | { |
| | | #if UNITY_EDITOR |
| | | var resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, |
| | | var resourcePath = StringUtility.Concat(ResourcesPath.ResourcesOutAssetPath, |
| | | "ScriptableObject/NewBieGuide/", |
| | | SoNewBieGuide_Suffix, |
| | | _id, |
| | | _id.ToString(), |
| | | ".asset"); |
| | | |
| | | config = AssetDatabase.LoadAssetAtPath<NewBieGuideScriptableObject>(resourcePath); |
| | |
| | | } |
| | | else |
| | | { |
| | | var assetName = StringUtility.Contact(SoNewBieGuide_Suffix, _id); |
| | | var assetName = StringUtility.Concat(SoNewBieGuide_Suffix, _id.ToString()); |
| | | var assetInfo = new AssetInfo(bundleName, assetName); |
| | | config = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as NewBieGuideScriptableObject; |
| | | } |